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Shader Environment Trouble
Posted: Wed Apr 04, 2007 5:12 pm
by lock3d
I've created shader environments for my objects, but the textures aren't coming out well. For the detail maps (It doesn't matter if it's primary, secondary, or micro) the color doesn't come out right and it always appears like a solid color (I tried scales of 0, 2, 200, and 2000). When I tried a grass texture (levels\a30\bitmaps\detail grass.bitmap) it came out a solid dark green instead of the normal grass texture. I also tried levels\a10\bitmaps\steel.bitmap and it came out a solid medium brown. By default, my objects turn out white. I'm using the clear afternoon sky and it and all the shadows look fine.
Posted: Mon Apr 09, 2007 8:25 am
by lock3d
It turns out it was a naming problem. Now the texture shows up, but there are some shadows where there shouldn't be any, and a lot of the map is red and yellow checkered. I haven't tried it in-game yet. Also, how do you set the time limits and score limits?
Posted: Mon Apr 09, 2007 1:37 pm
by Malolo420
Time and score limit are in the gametype.
The shadows and checkered stuff is from the lightmaps, re-run radiosity and it should be fine.
Posted: Tue Apr 10, 2007 5:14 am
by The_Chaos_Chief
After you run the radiosity solution again, if you still have troubles with your shaders displaying properly, make sure the image format fits your situation correctly. The format should be interpolated alpha if your bitmap's grayscale gradient varies. Hopefully then, your detail maps and primary/secondary masks will properly blend. I've never experienced this problem, but you might want to go back into Photoshop (if that's what you're using for image editing) and redo the alpha channel on your base diffuse map. Other than that, worst comes to worst, you could delete your collision bsp and scenario file, and recompile the map into a scenario file, which should effectively remove the anomalies. Good luck!
Posted: Wed Apr 11, 2007 7:10 am
by lock3d
I never did anything in photoshop. I applied levels\a30\bitmaps\detail grass.bitmap in 3ds max. Then in Guerilla I made the primary detail map the same thing (levels\a30\bitmaps\detail grass.bitmap) with map scale 30 and no secondary or micro detail maps. It came out perfect except that in some areas the grass texture was overlaid with red-yellow checker and there were shadows where there shouldn't have been any. On the base I made (using the same technique but with levels\a10\bitmaps\steel.bitmap it came out fine.
P.S. In the past it's seemed like a lot of custom maps get stuck on 1 cap and 10 minutes for CTF regardless of the gametype, but when I just tried it, it worked fine.
Posted: Wed May 02, 2007 4:27 pm
by lock3d
How should I be applying textures so that I don't get this problem? I just want to use the textures that are already in-game.